本文整理汇总了C++中ShaderLoader::create方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderLoader::create方法的具体用法?C++ ShaderLoader::create怎么用?C++ ShaderLoader::create使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ShaderLoader
的用法示例。
在下文中一共展示了ShaderLoader::create方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: shaderSetup
const Shader::Setup *CurvesPrimitive::shaderSetup( const Shader *shader, State *state ) const
{
bool linear, ribbons;
renderMode( state, linear, ribbons );
if( linear && !ribbons )
{
// we just render in the standard way.
return Primitive::shaderSetup( shader, state );
}
// we're rendering with ribbons and/or cubic interpolation. we need
// to substitute in a geometry shader to do the work.
for( MemberData::GeometrySetupVector::const_iterator it = m_memberData->geometrySetups.begin(), eIt = m_memberData->geometrySetups.end(); it != eIt; it++ )
{
if( it->originalShader == shader && it->linear == linear && it->ribbons == ribbons )
{
return it->shaderSetup.get();
}
}
ConstShaderPtr geometryShader = shader;
ShaderStateComponent *shaderStateComponent = state->get<ShaderStateComponent>();
if( geometryShader->geometrySource() == "" )
{
// if the current shader has a specific geometry shader component,
// then we assume the user has provided one capable of doing the tesselation,
// but if not then we substitute in our own geometry shader.
ShaderLoader *shaderLoader = shaderStateComponent->shaderLoader();
if( ribbons )
{
if( linear )
{
geometryShader = shaderLoader->create( geometryShader->vertexSource(), linearRibbonsGeometrySource(), geometryShader->fragmentSource() );
}
else
{
geometryShader = shaderLoader->create( geometryShader->vertexSource(), cubicRibbonsGeometrySource(), geometryShader->fragmentSource() );
}
}
else
{
geometryShader = shaderLoader->create( geometryShader->vertexSource(), cubicLinesGeometrySource(), geometryShader->fragmentSource() );
}
}
Shader::SetupPtr geometryShaderSetup = new Shader::Setup( geometryShader );
shaderStateComponent->addParametersToShaderSetup( geometryShaderSetup.get() );
addPrimitiveVariablesToShaderSetup( geometryShaderSetup.get() );
geometryShaderSetup->addUniformParameter( "basis", new IECore::M44fData( m_memberData->basis.matrix ) );
geometryShaderSetup->addUniformParameter( "width", new IECore::M44fData( m_memberData->width ) );
m_memberData->geometrySetups.push_back( MemberData::GeometrySetup( shader, geometryShaderSetup, linear, ribbons ) );
return geometryShaderSetup.get();
}
示例2: shaderSetup
const Shader::Setup *PointsPrimitive::shaderSetup( const Shader *shader, State *state ) const
{
Type type = effectiveType( state );
if( type == Point )
{
// rendering as gl points goes through the normal process
return Primitive::shaderSetup( shader, state );
}
else
{
// for rendering as disks, quads or spheres, we build a custom setup which we use
// for instancing primitives onto our points.
for( MemberData::InstancingSetupVector::const_iterator it = m_memberData->instancingSetups.begin(), eIt = m_memberData->instancingSetups.end(); it != eIt; it++ )
{
if( it->originalShader == shader && it->type == type )
{
return it->shaderSetup.get();
}
}
ConstShaderPtr instancingShader = shader;
ShaderStateComponent *shaderStateComponent = state->get<ShaderStateComponent>();
if( instancingShader->vertexSource() == "" )
{
// if the current shader has specific vertex source, then we assume the user has provided
// a shader capable of performing the instancing, but if not then we substitute in our own
// instancing vertex shader.
ShaderLoader *shaderLoader = shaderStateComponent->shaderLoader();
instancingShader = shaderLoader->create( instancingVertexSource(), "", shader->fragmentSource() );
}
Shader::SetupPtr instancingShaderSetup = new Shader::Setup( instancingShader );
shaderStateComponent->addParametersToShaderSetup( instancingShaderSetup.get() );
addPrimitiveVariablesToShaderSetup( instancingShaderSetup.get(), "vertex", 1 );
instancingShaderSetup->addUniformParameter( "useWidth", new BoolData( static_cast<bool>( m_memberData->widths ) ) );
if( !m_memberData->constantWidth )
{
instancingShaderSetup->addUniformParameter( "constantwidth", new FloatData( 1.0f ) );
}
instancingShaderSetup->addUniformParameter( "useAspectRatio", new BoolData( static_cast<bool>( m_memberData->patchAspectRatio ) ) );
instancingShaderSetup->addUniformParameter( "useRotation", new BoolData( static_cast<bool>( m_memberData->rotations ) ) );
switch( type )
{
case Disk :
if( !m_memberData->diskPrimitive )
{
m_memberData->diskPrimitive = new DiskPrimitive( 0.5f );
}
m_memberData->diskPrimitive->addPrimitiveVariablesToShaderSetup( instancingShaderSetup.get(), "instance" );
break;
case Sphere :
if( !m_memberData->spherePrimitive )
{
m_memberData->spherePrimitive = new SpherePrimitive( 0.5f );
}
m_memberData->spherePrimitive->addPrimitiveVariablesToShaderSetup( instancingShaderSetup.get(), "instance" );
break;
case Quad :
if( !m_memberData->quadPrimitive )
{
m_memberData->quadPrimitive = new QuadPrimitive();
}
m_memberData->quadPrimitive->addPrimitiveVariablesToShaderSetup( instancingShaderSetup.get(), "instance" );
break;
default :
break;
}
m_memberData->instancingSetups.push_back( MemberData::InstancingSetup( shader, type, instancingShaderSetup ) );
return instancingShaderSetup.get();
}
}